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* Generally no, cities are just superior. If a particular city territory has an extremely valuable trade good, and you don't plan on trying to massively boost the city pop, it may be worth it to downgrade the city and replace it with a slave estate/mine/farm for the extra trade goods, but that's a very uncommon situation. It is so ♥♥♥♥♥♥♥ ridiculously, ahistorically expensive to found a new city that even if province might run out of food it's better to just import another unit of grain.
* Multifaceted question. Generally, you would want to build cities in the territory that will offer the highest population cap/bonuses; so look for things like farmland, along major/minor rivers (or both), ports, plains, etc. You also want to build them in provinces that have lots of food so you won't have to worry about them feeding themselves, so those that have multiples of extra of the food trade goods.
However, you don't want to build them in territories with valuable trade good since that makes it much more difficult to get extra copies (because of how asininely stupid and backwards the trade system is), nor do you want to build them in territories that produce food resources, because cities replace food goods with other "manufactured" goods (what kind of good depends on region, but always something rarer, like glass, cloth, papyrus, leather). Sometimes that can be useful, like turning a fish producing province into one that produces glass or papyrus, but you are destroying your own food production to do it.
Generally, I look for good population modifiers in provinces with worthless trade goods, like timber, furs, or horses first, then move to those with worse population modifiers. I try never to build a city in a territory with a nicer trade good or food, to the point of leaving very high population spots as settlements and building cities in timber/fur forests, unless there is a very specific reason to do so, like to fulfill a mission requirement.
* Depends on the quality of the province, but provided you can afford them there is no reason not to have multiple cities. You will always want at least one city in a province at a minimum as your provincial capital, beyond that it's just to have more citizens.
* No.
Mostly it was happiness buildings and libraries. On higher difficulties and ironman mode, forts newr potential enemies and capital.
Training camps for small nation may be useful (but I think happiness more important, so forums / temples / theatre.
If they nerf manpower gain training camps will be useful for big nations too (like it's in EU4, even big empires can have manpower problems)
Foundry if you want faster tradition gain or fight a lot, but you only need hire troops from here is downside, I usually hired from many territories at once.
Idk how useful court of law, maybe to prevent civil wars when you get lots of disloyalty.
I like academies if I need get citizens fast when ppl migrate to cities (tribesmen or freemen), tribesmen also reduce happiness a lot so they need to be converted faster. In late games also it's boost to research.
Granary when food problems (too many citizens but not enough food production in province), so you dont have to use food omen as often.
Aqueduct useful, to get more pops, but only if you can provide food, probably bad idea in deserts or mountains, esp. inland provinces, because they have 0 trade slots by default (port cities have some for free), starving city is much worse than overpopulated.
Never did that, maybe if you don't have enough food production and can't trade more food from other places, or you know it's gonna be captured by enemy in ironman its like scorched earth tactic.
Rivers, hills or harbors I think, but not on food production because it will get replaced by other good (unless you already have too much of it)
Harbors are best for trade and migration, and river/hill for defence (iirc rivers also have some other bonus)
You don't need as much manpower, so I'd focus on food and gold structures for the most part. As with any nation, build forts at key choke points or every 2-3 provinces along the length of your border. Anything that increases tribesmen output isn't a bad option either, especially early on, as that'll be the bulk of your population.